diff options
author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 14:29:10 +0000 |
---|---|---|
committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 14:29:10 +0000 |
commit | 2aa4a82499d4becd2284cdb482213d541b8804dd (patch) | |
tree | b80bf8bf13c3766139fbacc530efd0dd9d54394c /layout/base/MotionPathUtils.cpp | |
parent | Initial commit. (diff) | |
download | firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.tar.xz firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.zip |
Adding upstream version 86.0.1.upstream/86.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'layout/base/MotionPathUtils.cpp')
-rw-r--r-- | layout/base/MotionPathUtils.cpp | 576 |
1 files changed, 576 insertions, 0 deletions
diff --git a/layout/base/MotionPathUtils.cpp b/layout/base/MotionPathUtils.cpp new file mode 100644 index 0000000000..b472949094 --- /dev/null +++ b/layout/base/MotionPathUtils.cpp @@ -0,0 +1,576 @@ +/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ +/* vim: set ts=8 sts=2 et sw=2 tw=80: */ +/* This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ + +#include "mozilla/MotionPathUtils.h" + +#include "gfxPlatform.h" +#include "mozilla/dom/SVGPathData.h" +#include "mozilla/gfx/2D.h" +#include "mozilla/gfx/Matrix.h" +#include "mozilla/layers/LayersMessages.h" +#include "mozilla/RefPtr.h" +#include "nsIFrame.h" +#include "nsStyleTransformMatrix.h" + +#include <math.h> + +namespace mozilla { + +using nsStyleTransformMatrix::TransformReferenceBox; + +RayReferenceData::RayReferenceData(const nsIFrame* aFrame) { + // We use GetContainingBlock() for now. TYLin said this function is buggy in + // modern CSS layout, but is ok for most cases. + // FIXME: Bug 1581237: This is still not clear that which box we should use + // for calculating the path length. We may need to update this. + // https://github.com/w3c/fxtf-drafts/issues/369 + // FIXME: Bug 1579294: SVG layout may get a |container| with empty mRect + // (e.g. SVGOuterSVGAnonChildFrame), which makes the path length zero. + const nsIFrame* container = aFrame->GetContainingBlock(); + if (!container) { + // If there is no parent frame, it's impossible to calculate the path + // length, so does the path. + return; + } + + // The initial position is (0, 0) in |aFrame|, and we have to transform it + // into the space of |container|, so use GetOffsetsTo() to get the delta + // value. + // FIXME: Bug 1559232: The initial position will be adjusted after + // supporting `offset-position`. + mInitialPosition = CSSPoint::FromAppUnits(aFrame->GetOffsetTo(container)); + // FIXME: We need a better definition for containing box in the spec. For now, + // we use border box for calculation. + // https://github.com/w3c/fxtf-drafts/issues/369 + mContainingBlockRect = + CSSRect::FromAppUnits(container->GetRectRelativeToSelf()); +} + +// The distance is measured between the initial position and the intersection of +// the ray with the box +// https://drafts.fxtf.org/motion-1/#size-sides +static CSSCoord ComputeSides(const CSSPoint& aInitialPosition, + const CSSSize& aContainerSize, + const StyleAngle& aAngle) { + // Given an acute angle |theta| (i.e. |t|) of a right-angled triangle, the + // hypotenuse |h| is the side that connects the two acute angles. The side + // |b| adjacent to |theta| is the side of the triangle that connects |theta| + // to the right angle. + // + // e.g. if the angle |t| is 0 ~ 90 degrees, and b * tan(theta) <= b', + // h = b / cos(t): + // b*tan(t) + // (0, 0) #--------*-----*--# (aContainerSize.width, 0) + // | | / | + // | | / | + // | b h | + // | |t/ | + // | |/ | + // (aInitialPosition) *---b'---* (aContainerSize.width, aInitialPosition.y) + // | | | + // | | | + // | | | + // | | | + // | | | + // #-----------------# (aContainerSize.width, + // (0, aContainerSize.height) aContainerSize.height) + double theta = aAngle.ToRadians(); + double sint = std::sin(theta); + double cost = std::cos(theta); + + double b = cost >= 0 ? aInitialPosition.y + : aContainerSize.height - aInitialPosition.y; + double bPrime = sint >= 0 ? aContainerSize.width - aInitialPosition.x + : aInitialPosition.x; + sint = std::fabs(sint); + cost = std::fabs(cost); + + // If |b * tan(theta)| is larger than |bPrime|, the intersection is + // on the other side, and |b'| is the opposite side of angle |theta| in this + // case. + // + // e.g. If b * tan(theta) > b', h = b' / sin(theta): + // *----* + // | | + // | /| + // b /t| + // |t/ | + // |/ | + // *-b'-* + if (b * sint > bPrime * cost) { + return bPrime / sint; + } + return b / cost; +} + +static CSSCoord ComputeRayPathLength(const StyleRaySize aRaySizeType, + const StyleAngle& aAngle, + const RayReferenceData& aRayData) { + if (aRaySizeType == StyleRaySize::Sides) { + // If the initial position is not within the box, the distance is 0. + if (!aRayData.mContainingBlockRect.Contains(aRayData.mInitialPosition)) { + return 0.0; + } + + return ComputeSides(aRayData.mInitialPosition, + aRayData.mContainingBlockRect.Size(), aAngle); + } + + // left: the length between the initial point and the left side. + // right: the length between the initial point and the right side. + // top: the length between the initial point and the top side. + // bottom: the lenght between the initial point and the bottom side. + CSSCoord left = std::abs(aRayData.mInitialPosition.x); + CSSCoord right = std::abs(aRayData.mContainingBlockRect.width - + aRayData.mInitialPosition.x); + CSSCoord top = std::abs(aRayData.mInitialPosition.y); + CSSCoord bottom = std::abs(aRayData.mContainingBlockRect.height - + aRayData.mInitialPosition.y); + + switch (aRaySizeType) { + case StyleRaySize::ClosestSide: + return std::min({left, right, top, bottom}); + + case StyleRaySize::FarthestSide: + return std::max({left, right, top, bottom}); + + case StyleRaySize::ClosestCorner: + case StyleRaySize::FarthestCorner: { + CSSCoord h = 0; + CSSCoord v = 0; + if (aRaySizeType == StyleRaySize::ClosestCorner) { + h = std::min(left, right); + v = std::min(top, bottom); + } else { + h = std::max(left, right); + v = std::max(top, bottom); + } + return sqrt(h.value * h.value + v.value * v.value); + } + default: + MOZ_ASSERT_UNREACHABLE("Unsupported ray size"); + } + + return 0.0; +} + +static void ApplyRotationAndMoveRayToXAxis( + const StyleOffsetRotate& aOffsetRotate, const StyleAngle& aRayAngle, + AutoTArray<gfx::Point, 4>& aVertices) { + const StyleAngle directionAngle = aRayAngle - StyleAngle{90.0f}; + // Get the final rotation which includes the direction angle and + // offset-rotate. + const StyleAngle rotateAngle = + (aOffsetRotate.auto_ ? directionAngle : StyleAngle{0.0f}) + + aOffsetRotate.angle; + // This is the rotation to rotate ray to positive x-axis (i.e. 90deg). + const StyleAngle rayToXAxis = StyleAngle{90.0} - aRayAngle; + + gfx::Matrix m; + m.PreRotate((rotateAngle + rayToXAxis).ToRadians()); + for (gfx::Point& p : aVertices) { + p = m.TransformPoint(p); + } +} + +class RayPointComparator { + public: + bool Equals(const gfx::Point& a, const gfx::Point& b) const { + return std::fabs(a.y) == std::fabs(b.y); + } + + bool LessThan(const gfx::Point& a, const gfx::Point& b) const { + return std::fabs(a.y) > std::fabs(b.y); + } +}; +// Note: the calculation of contain doesn't take other transform-like properties +// into account. The spec doesn't mention the co-operation for this, so for now, +// we assume we only need to take motion-path into account. +static CSSCoord ComputeRayUsedDistance(const RayFunction& aRay, + const LengthPercentage& aDistance, + const StyleOffsetRotate& aRotate, + const StylePositionOrAuto& aAnchor, + const CSSPoint& aTransformOrigin, + TransformReferenceBox& aRefBox, + const CSSCoord& aPathLength) { + CSSCoord usedDistance = aDistance.ResolveToCSSPixels(aPathLength); + if (!aRay.contain) { + return usedDistance; + } + + // We have to simulate the 4 vertices to check if any of them is outside the + // path circle. Here, we create a 2D Cartesian coordinate system and its + // origin is at the anchor point of the box. And then apply the rotation on + // these 4 vertices, calculate the range of |usedDistance| which makes the box + // entirely contained within the path. + // Note: + // "Contained within the path" means the rectangle is inside a circle whose + // radius is |aPathLength|. + CSSPoint usedAnchor = aTransformOrigin; + CSSSize size = + CSSPixel::FromAppUnits(nsSize(aRefBox.Width(), aRefBox.Height())); + if (!aAnchor.IsAuto()) { + const StylePosition& anchor = aAnchor.AsPosition(); + usedAnchor.x = anchor.horizontal.ResolveToCSSPixels(size.width); + usedAnchor.y = anchor.vertical.ResolveToCSSPixels(size.height); + } + AutoTArray<gfx::Point, 4> vertices = { + {-usedAnchor.x, -usedAnchor.y}, + {size.width - usedAnchor.x, -usedAnchor.y}, + {size.width - usedAnchor.x, size.height - usedAnchor.y}, + {-usedAnchor.x, size.height - usedAnchor.y}}; + + ApplyRotationAndMoveRayToXAxis(aRotate, aRay.angle, vertices); + + // We have to check if all 4 vertices are inside the circle with radius |r|. + // Assume the position of the vertex is (x, y), and the box is moved by + // |usedDistance| along the path: + // + // (usedDistance + x)^2 + y^2 <= r^2 + // ==> (usedDistance + x)^2 <= r^2 - y^2 = d + // ==> -x - sqrt(d) <= used distance <= -x + sqrt(d) + // + // Note: |usedDistance| is added into |x| because we convert the ray function + // to 90deg, x-axis): + float upperMin = std::numeric_limits<float>::max(); + float lowerMax = std::numeric_limits<float>::min(); + bool shouldIncreasePathLength = false; + for (const gfx::Point& p : vertices) { + float d = aPathLength.value * aPathLength.value - p.y * p.y; + if (d < 0) { + // Impossible to make the box inside the path circle. Need to increase + // the path length. + shouldIncreasePathLength = true; + break; + } + float sqrtD = sqrt(d); + upperMin = std::min(upperMin, -p.x + sqrtD); + lowerMax = std::max(lowerMax, -p.x - sqrtD); + } + + if (!shouldIncreasePathLength) { + return std::max(lowerMax, std::min(upperMin, (float)usedDistance)); + } + + // Sort by the absolute value of y, so the first vertex of the each pair of + // vertices we check has a larger y value. (i.e. |yi| is always larger than or + // equal to |yj|.) + vertices.Sort(RayPointComparator()); + + // Assume we set |usedDistance| to |-vertices[0].x|, so the current radius is + // fabs(vertices[0].y). This is a possible solution. + double radius = std::fabs(vertices[0].y); + usedDistance = -vertices[0].x; + const double epsilon = 1e-5; + + for (size_t i = 0; i < 3; ++i) { + for (size_t j = i + 1; j < 4; ++j) { + double xi = vertices[i].x; + double yi = vertices[i].y; + double xj = vertices[j].x; + double yj = vertices[j].y; + double dx = xi - xj; + + // Check if any path that enclosed vertices[i] would also enclose + // vertices[j]. + // + // For example, the initial setup: + // * (0, yi) + // | + // r + // | * (xj - xi, yj) + // xi | dx + // ----*-----------*----------*--- + // (anchor point) | (0, 0) + // + // Assuming (0, yi) is on the path and (xj - xi, yj) is inside the path + // circle, we should use the inequality to check this: + // (xj - xi)^2 + yj^2 <= yi^2 + // + // After the first iterations, the updated inequality is: + // (dx + d)^2 + yj^2 <= yi^2 + d^2 + // ==> dx^2 + 2dx*d + yj^2 <= yi^2 + // ==> dx^2 + yj^2 <= yi^2 - 2dx*d <= yi^2 + // , |d| is the difference (or offset) between the old |usedDistance| and + // new |usedDistance|. + // + // Note: `2dx * d` must be positive because + // 1. if |xj| is larger than |xi|, only negative |d| could be used to get + // a new path length which encloses both vertices. + // 2. if |xj| is smaller than |xi|, only positive |d| could be used to get + // a new path length which encloses both vertices. + if (dx * dx + yj * yj <= yi * yi + epsilon) { + continue; + } + + // We have to find a new usedDistance which let both vertices[i] and + // vertices[j] be on the path. + // (usedDistance + xi)^2 + yi^2 = (usedDistance + xj)^2 + yj^2 + // = radius^2 + // ==> usedDistance = (xj^2 + yj^2 - xi^2 - yi^2) / 2(xi-xj) + // + // Note: it's impossible to have a "divide by zero" problem here. + // If |dx| is zero, the if-condition above should always be true and so + // we skip the calculation. + double newUsedDistance = + (xj * xj + yj * yj - xi * xi - yi * yi) / dx / 2.0; + // Then, move vertices[i] and vertices[j] by |newUsedDistance|. + xi += newUsedDistance; // or xj += newUsedDistance; if we use |xj| to get + // |newRadius|. + double newRadius = sqrt(xi * xi + yi * yi); + if (newRadius > radius) { + // We have to increase the path length to make sure both vertices[i] and + // vertices[j] are contained by this new path length. + radius = newRadius; + usedDistance = (float)newUsedDistance; + } + } + } + + return usedDistance; +} + +/* static */ +CSSPoint MotionPathUtils::ComputeAnchorPointAdjustment(const nsIFrame& aFrame) { + if (!aFrame.HasAnyStateBits(NS_FRAME_SVG_LAYOUT)) { + return {}; + } + + auto transformBox = aFrame.StyleDisplay()->mTransformBox; + if (transformBox == StyleGeometryBox::ViewBox || + transformBox == StyleGeometryBox::BorderBox) { + return {}; + } + + if (aFrame.IsFrameOfType(nsIFrame::eSVGContainer)) { + nsRect boxRect = nsLayoutUtils::ComputeGeometryBox( + const_cast<nsIFrame*>(&aFrame), StyleGeometryBox::FillBox); + return CSSPoint::FromAppUnits(boxRect.TopLeft()); + } + return CSSPoint::FromAppUnits(aFrame.GetPosition()); +} + +/* static */ +Maybe<ResolvedMotionPathData> MotionPathUtils::ResolveMotionPath( + const OffsetPathData& aPath, const LengthPercentage& aDistance, + const StyleOffsetRotate& aRotate, const StylePositionOrAuto& aAnchor, + const CSSPoint& aTransformOrigin, TransformReferenceBox& aRefBox, + const CSSPoint& aAnchorPointAdjustment) { + if (aPath.IsNone()) { + return Nothing(); + } + + // Compute the point and angle for creating the equivalent translate and + // rotate. + double directionAngle = 0.0; + gfx::Point point; + if (aPath.IsPath()) { + const auto& path = aPath.AsPath(); + if (!path.mGfxPath) { + // Empty gfx::Path means it is path('') (i.e. empty path string). + return Nothing(); + } + + // Per the spec, we have to convert offset distance to pixels, with 100% + // being converted to total length. So here |gfxPath| is built with CSS + // pixel, and we calculate |pathLength| and |computedDistance| with CSS + // pixel as well. + gfx::Float pathLength = path.mGfxPath->ComputeLength(); + gfx::Float usedDistance = + aDistance.ResolveToCSSPixels(CSSCoord(pathLength)); + if (path.mIsClosedIntervals) { + // Per the spec, let used offset distance be equal to offset distance + // modulus the total length of the path. If the total length of the path + // is 0, used offset distance is also 0. + usedDistance = pathLength > 0.0 ? fmod(usedDistance, pathLength) : 0.0; + // We make sure |usedDistance| is 0.0 or a positive value. + // https://github.com/w3c/fxtf-drafts/issues/339 + if (usedDistance < 0.0) { + usedDistance += pathLength; + } + } else { + // Per the spec, for unclosed interval, let used offset distance be equal + // to offset distance clamped by 0 and the total length of the path. + usedDistance = clamped(usedDistance, 0.0f, pathLength); + } + gfx::Point tangent; + point = path.mGfxPath->ComputePointAtLength(usedDistance, &tangent); + directionAngle = (double)atan2(tangent.y, tangent.x); // In Radian. + } else if (aPath.IsRay()) { + const auto& ray = aPath.AsRay(); + MOZ_ASSERT(ray.mRay); + + CSSCoord pathLength = + ComputeRayPathLength(ray.mRay->size, ray.mRay->angle, ray.mData); + CSSCoord usedDistance = + ComputeRayUsedDistance(*ray.mRay, aDistance, aRotate, aAnchor, + aTransformOrigin, aRefBox, pathLength); + + // 0deg pointing up and positive angles representing clockwise rotation. + directionAngle = + StyleAngle{ray.mRay->angle.ToDegrees() - 90.0f}.ToRadians(); + + point.x = usedDistance * cos(directionAngle); + point.y = usedDistance * sin(directionAngle); + } else { + MOZ_ASSERT_UNREACHABLE("Unsupported offset-path value"); + return Nothing(); + } + + // If |rotate.auto_| is true, the element should be rotated by the angle of + // the direction (i.e. directional tangent vector) of the offset-path, and the + // computed value of <angle> is added to this. + // Otherwise, the element has a constant clockwise rotation transformation + // applied to it by the specified rotation angle. (i.e. Don't need to + // consider the direction of the path.) + gfx::Float angle = static_cast<gfx::Float>( + (aRotate.auto_ ? directionAngle : 0.0) + aRotate.angle.ToRadians()); + + // Compute the offset for motion path translate. + // Bug 1559232: the translate parameters will be adjusted more after we + // support offset-position. + // Per the spec, the default offset-anchor is `auto`, so initialize the anchor + // point to transform-origin. + CSSPoint anchorPoint(aTransformOrigin); + gfx::Point shift; + if (!aAnchor.IsAuto()) { + const auto& pos = aAnchor.AsPosition(); + anchorPoint = nsStyleTransformMatrix::Convert2DPosition( + pos.horizontal, pos.vertical, aRefBox); + // We need this value to shift the origin from transform-origin to + // offset-anchor (and vice versa). + // See nsStyleTransformMatrix::ReadTransform for more details. + shift = (anchorPoint - aTransformOrigin).ToUnknownPoint(); + } + + anchorPoint += aAnchorPointAdjustment; + + return Some(ResolvedMotionPathData{point - anchorPoint.ToUnknownPoint(), + angle, shift}); +} + +static OffsetPathData GenerateOffsetPathData(const nsIFrame* aFrame) { + const StyleOffsetPath& path = aFrame->StyleDisplay()->mOffsetPath; + switch (path.tag) { + case StyleOffsetPath::Tag::Path: { + const StyleSVGPathData& pathData = path.AsPath(); + RefPtr<gfx::Path> gfxPath = + aFrame->GetProperty(nsIFrame::OffsetPathCache()); + MOZ_ASSERT( + gfxPath || pathData._0.IsEmpty(), + "Should have a valid cached gfx::Path or an empty path string"); + return OffsetPathData::Path(pathData, gfxPath.forget()); + } + case StyleOffsetPath::Tag::Ray: + return OffsetPathData::Ray(path.AsRay(), RayReferenceData(aFrame)); + case StyleOffsetPath::Tag::None: + return OffsetPathData::None(); + default: + MOZ_ASSERT_UNREACHABLE("Unknown offset-path"); + return OffsetPathData::None(); + } +} + +/* static*/ +Maybe<ResolvedMotionPathData> MotionPathUtils::ResolveMotionPath( + const nsIFrame* aFrame, TransformReferenceBox& aRefBox) { + MOZ_ASSERT(aFrame); + + const nsStyleDisplay* display = aFrame->StyleDisplay(); + + // FIXME: It's possible to refactor the calculation of transform-origin, so we + // could calculate from the caller, and reuse the value in nsDisplayList.cpp. + CSSPoint transformOrigin = nsStyleTransformMatrix::Convert2DPosition( + display->mTransformOrigin.horizontal, display->mTransformOrigin.vertical, + aRefBox); + + return ResolveMotionPath(GenerateOffsetPathData(aFrame), + display->mOffsetDistance, display->mOffsetRotate, + display->mOffsetAnchor, transformOrigin, aRefBox, + ComputeAnchorPointAdjustment(*aFrame)); +} + +static OffsetPathData GenerateOffsetPathData( + const StyleOffsetPath& aPath, const RayReferenceData& aRayReferenceData, + gfx::Path* aCachedMotionPath) { + switch (aPath.tag) { + case StyleOffsetPath::Tag::Path: { + const StyleSVGPathData& pathData = aPath.AsPath(); + // If aCachedMotionPath is valid, we have a fixed path. + // This means we have pre-built it already and no need to update. + RefPtr<gfx::Path> path = aCachedMotionPath; + if (!path) { + RefPtr<gfx::PathBuilder> builder = + MotionPathUtils::GetCompositorPathBuilder(); + path = MotionPathUtils::BuildPath(pathData, builder); + } + return OffsetPathData::Path(pathData, path.forget()); + } + case StyleOffsetPath::Tag::Ray: + return OffsetPathData::Ray(aPath.AsRay(), aRayReferenceData); + case StyleOffsetPath::Tag::None: + default: + return OffsetPathData::None(); + } +} + +/* static */ +Maybe<ResolvedMotionPathData> MotionPathUtils::ResolveMotionPath( + const StyleOffsetPath* aPath, const StyleLengthPercentage* aDistance, + const StyleOffsetRotate* aRotate, const StylePositionOrAuto* aAnchor, + const Maybe<layers::MotionPathData>& aMotionPathData, + TransformReferenceBox& aRefBox, gfx::Path* aCachedMotionPath) { + if (!aPath) { + return Nothing(); + } + + MOZ_ASSERT(aMotionPathData); + + auto zeroOffsetDistance = LengthPercentage::Zero(); + auto autoOffsetRotate = StyleOffsetRotate{true, StyleAngle::Zero()}; + auto autoOffsetAnchor = StylePositionOrAuto::Auto(); + return ResolveMotionPath( + GenerateOffsetPathData(*aPath, aMotionPathData->rayReferenceData(), + aCachedMotionPath), + aDistance ? *aDistance : zeroOffsetDistance, + aRotate ? *aRotate : autoOffsetRotate, + aAnchor ? *aAnchor : autoOffsetAnchor, aMotionPathData->origin(), aRefBox, + aMotionPathData->anchorAdjustment()); +} + +/* static */ +StyleSVGPathData MotionPathUtils::NormalizeSVGPathData( + const StyleSVGPathData& aPath) { + StyleSVGPathData n; + Servo_SVGPathData_Normalize(&aPath, &n); + return n; +} + +/* static */ +already_AddRefed<gfx::Path> MotionPathUtils::BuildPath( + const StyleSVGPathData& aPath, gfx::PathBuilder* aPathBuilder) { + if (!aPathBuilder) { + return nullptr; + } + + const Span<const StylePathCommand>& path = aPath._0.AsSpan(); + return SVGPathData::BuildPath(path, aPathBuilder, StyleStrokeLinecap::Butt, + 0.0); +} + +/* static */ +already_AddRefed<gfx::PathBuilder> MotionPathUtils::GetCompositorPathBuilder() { + // FIXME: Perhaps we need a PathBuilder which is independent on the backend. + RefPtr<gfx::PathBuilder> builder = + gfxPlatform::Initialized() + ? gfxPlatform::GetPlatform() + ->ScreenReferenceDrawTarget() + ->CreatePathBuilder(gfx::FillRule::FILL_WINDING) + : gfx::Factory::CreateSimplePathBuilder(); + return builder.forget(); +} + +} // namespace mozilla |